#version 150 core

uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;

in vec4 in_Position;
in vec2 in_TexCoord;

out vec2 pass_TexCoord;

void main(void) {
	gl_Position = projection * view * model * in_Position;
  	pass_TexCoord = in_TexCoord;
}